/*---------------------------------------------------------------------------------------------
 *  Copyright (c) Unity Technologies.
 *  Copyright (c) Microsoft Corporation. All rights reserved.
 *  Licensed under the MIT License. See License.txt in the project root for license information.
 *--------------------------------------------------------------------------------------------*/

using System.IO;
using System.Text;
using UnityEditor.Compilation;
using UnityEngine;

namespace Hackerzhuli.Code.Editor.ProjectGeneration
{
    internal class SdkStyleProjectGeneration : ProjectGeneration
    {
        internal static readonly string[] SupportedCapabilities =
        {
            "Unity"
        };

        internal static readonly string[] UnsupportedCapabilities =
        {
            "LaunchProfiles",
            "SharedProjectReferences",
            "ReferenceManagerSharedProjects",
            "ReferenceManagerProjects",
            "COMReferences",
            "ReferenceManagerCOM",
            "AssemblyReferences",
            "ReferenceManagerAssemblies"
        };

        public SdkStyleProjectGeneration() : base(
            Directory.GetParent(Application.dataPath)?.FullName,
            new SdkStyleAssemblyNameProvider(),
            new FileIOProvider(),
            new GUIDProvider())
        {
        }

        internal override GeneratorStyle Style => GeneratorStyle.SDK;

        internal override void GetProjectHeader(ProjectProperties properties, out StringBuilder headerBuilder)
        {
            headerBuilder = new StringBuilder();

            headerBuilder.Append(@"<Project>").Append(k_WindowsNewline);
            headerBuilder
                .Append(
                    @"  <!-- Generated file, do not modify, your changes will be overwritten (use AssetPostprocessor.OnGeneratedCSProject) -->")
                .Append(k_WindowsNewline);

            // Prevent circular dependency issues see https://github.com/microsoft/vscode-dotnettools/issues/401
            // We need a dedicated subfolder for each project in obj, otherwise depending on the build order, nuget cache files could be overwritten
            // We need to do this before common.props, otherwise we'll have a MSB3539 The value of the property "BaseIntermediateOutputPath" was modified after it was used by MSBuild
            headerBuilder.Append(@"  <PropertyGroup>").Append(k_WindowsNewline);
            headerBuilder
                .Append(
                    $"    <BaseIntermediateOutputPath>{@"Temp\obj\$(MSBuildProjectName)".NormalizePathSeparators()}</BaseIntermediateOutputPath>")
                .Append(k_WindowsNewline);
            headerBuilder.Append(@"    <IntermediateOutputPath>$(BaseIntermediateOutputPath)</IntermediateOutputPath>")
                .Append(k_WindowsNewline);
            headerBuilder.Append(@"    <AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath>")
                .Append(k_WindowsNewline);
            headerBuilder.Append(@"    <UseCommonOutputDirectory>true</UseCommonOutputDirectory>")
                .Append(k_WindowsNewline);
            headerBuilder.Append("    <OutputPath>").Append(properties.OutputPath.NormalizePathSeparators())
                .Append(@"</OutputPath>").Append(k_WindowsNewline);
            headerBuilder.Append(@"  </PropertyGroup>").Append(k_WindowsNewline);

            // Supported capabilities
            GetCapabilityBlock(headerBuilder, "Sdk.props", "Include", SupportedCapabilities);

            headerBuilder.Append(@"  <PropertyGroup>").Append(k_WindowsNewline);
            headerBuilder.Append(@"    <GenerateAssemblyInfo>false</GenerateAssemblyInfo>").Append(k_WindowsNewline);
            headerBuilder.Append(@"    <EnableDefaultItems>false</EnableDefaultItems>").Append(k_WindowsNewline);
            headerBuilder.Append(@"    <LangVersion>").Append(properties.LangVersion).Append(@"</LangVersion>")
                .Append(k_WindowsNewline);
            headerBuilder.Append(@"    <RootNamespace>").Append(properties.RootNamespace).Append(@"</RootNamespace>")
                .Append(k_WindowsNewline);
            headerBuilder.Append(@"    <OutputType>Library</OutputType>").Append(k_WindowsNewline);
            headerBuilder.Append(@"    <AssemblyName>").Append(properties.AssemblyName).Append(@"</AssemblyName>")
                .Append(k_WindowsNewline);
            // In the end, given we use NoConfig/NoStdLib (see below), hardcoding the target framework version will have no impact, even when targeting netstandard/net48 from Unity.
            // But with SDK style we use netstandard2.1 (net471 for legacy), so 3rd party tools will not fail to work when .NETFW reference assemblies are not installed.
            // Unity already selected proper API surface through referenced DLLs for us.
            headerBuilder.Append(@"    <TargetFramework>netstandard2.1</TargetFramework>").Append(k_WindowsNewline);
            headerBuilder.Append(@"    <BaseDirectory>.</BaseDirectory>").Append(k_WindowsNewline);
            headerBuilder.Append(@"  </PropertyGroup>").Append(k_WindowsNewline);

            GetProjectHeaderProperties(properties, headerBuilder);

            // Explicit references
            headerBuilder.Append(@"  <PropertyGroup>").Append(k_WindowsNewline);
            headerBuilder.Append(@"    <NoStandardLibraries>true</NoStandardLibraries>").Append(k_WindowsNewline);
            headerBuilder.Append(@"    <NoStdLib>true</NoStdLib>").Append(k_WindowsNewline);
            headerBuilder.Append(@"    <NoConfig>true</NoConfig>").Append(k_WindowsNewline);
            headerBuilder.Append(@"    <DisableImplicitFrameworkReferences>true</DisableImplicitFrameworkReferences>")
                .Append(k_WindowsNewline);
            headerBuilder.Append(@"    <MSBuildWarningsAsMessages>MSB3277</MSBuildWarningsAsMessages>")
                .Append(k_WindowsNewline);
            headerBuilder.Append(@"  </PropertyGroup>").Append(k_WindowsNewline);

            GetProjectHeaderVstuFlavoring(properties, headerBuilder, false);
            GetProjectHeaderAnalyzers(properties, headerBuilder);
        }

        internal override void AppendProjectReference(Assembly assembly, Assembly reference,
            StringBuilder projectBuilder)
        {
            // If the current assembly is a Player project, we want to project-reference the corresponding Player project
            var referenceName = m_AssemblyNameProvider.GetAssemblyName(assembly.outputPath, reference.name);
            projectBuilder.Append(@"    <ProjectReference Include=""").Append(referenceName)
                .Append(GetProjectExtension()).Append(@""" />").Append(k_WindowsNewline);
        }

        internal override void GetProjectFooter(StringBuilder footerBuilder)
        {
            // Unsupported capabilities
            GetCapabilityBlock(footerBuilder, "Sdk.targets", "Remove", UnsupportedCapabilities);

            footerBuilder.Append("</Project>").Append(k_WindowsNewline);
        }

        internal static void GetCapabilityBlock(StringBuilder footerBuilder, string import, string attribute,
            string[] capabilities)
        {
            footerBuilder.Append($@"  <Import Project=""{import}"" Sdk=""Microsoft.NET.Sdk"" />")
                .Append(k_WindowsNewline);
            footerBuilder.Append(@"  <ItemGroup>").Append(k_WindowsNewline);
            foreach (var capability in capabilities)
                footerBuilder.Append($@"    <ProjectCapability {attribute}=""{capability}"" />")
                    .Append(k_WindowsNewline);
            footerBuilder.Append(@"  </ItemGroup>").Append(k_WindowsNewline);
        }

        internal class SdkStyleAssemblyNameProvider : AssemblyNameProvider
        {
            // disable PlayerGeneration with SdkStyle projects
            internal override ProjectGenerationFlag ProjectGenerationFlagImpl =>
                base.ProjectGenerationFlagImpl & ~ProjectGenerationFlag.PlayerAssemblies;
        }
    }
}